Nali question #2. Assign a route for a nali priest to follow??

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sektor2111
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Re: Nali question #2. Assign a route for a nali priest to follow??

Post by sektor2111 » Mon Jun 29, 2020 6:31 pm

Any MedBox or another Inventory is generating a Navigation Point called InventorySpot - around such item there is not needed any PathNode, overcrowding area it's not that good. If place it's not too small, monsters can follow these paths because they are not so restrictive. If exist a problem you will need to make sure about two reachSpecs connecting each two navigation points. You need to see these paths but not with plain Editor. XC_EditorAdds or whatever UT469 can show lines exactly as they are. If spot is navigable but Editor is refusing the connection you need to switch to plain combos LE-LC-LE (lift stuff), or... if you are saving MH actors elsewhere you can open map in UGold227 (without MH things) loaded with PathsLinker builder (find information in forum) any then you can do manual connections at these paths exactly as you want - including deleting paths which you don't like how are connected. From now on in all mapping topics claiming some problems in connecting certain paths, this is no longer an impossible task - you only need to make sure that spot can be crawled by Pawns else they will attempt to move in walls or getting stuck. In other hand if a path is deleted you need to be sure about a good alternate route or else no navigation will take place.
If XC_EditorAdds won't bug your routes in certain area, that thing can connect some paths at user's desire - information is in XC_Engine stuff thread/repository in forum. Ask Higor things which you don't understand.

If you do still have problems almost in final stage I can look around it and I can connect nodes as should, and you'll have paths-lines if you tell me names of nodes that needs to be linked - or even drawing on a ScreenShot needed paths.

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TexasGtar
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Re: Nali question #2. Assign a route for a nali priest to follow??

Post by TexasGtar » Mon Jun 29, 2020 7:04 pm

sektor2111 wrote:
Mon Jun 29, 2020 6:31 pm
Any MedBox or another Inventory is generating a Navigation Point called InventorySpot - around such item there is not needed any PathNode, overcrowding area it's not that good. If place it's not too small, monsters can follow these paths because they are not so restrictive. If exist a problem you will need to make sure about two reachSpecs connecting each two navigation points. You need to see these paths but not with plain Editor. XC_EditorAdds or whatever UT469 can show lines exactly as they are. If spot is navigable but Editor is refusing the connection you need to switch to plain combos LE-LC-LE (lift stuff), or... if you are saving MH actors elsewhere you can open map in UGold227 (without MH things) loaded with PathsLinker builder (find information in forum) any then you can do manual connections at these paths exactly as you want - including deleting paths which you don't like how are connected. From now on in all mapping topics claiming some problems in connecting certain paths, this is no longer an impossible task - you only need to make sure that spot can be crawled by Pawns else they will attempt to move in walls or getting stuck. In other hand if a path is deleted you need to be sure about a good alternate route or else no navigation will take place.
If XC_EditorAdds won't bug your routes in certain area, that thing can connect some paths at user's desire - information is in XC_Engine stuff thread/repository in forum. Ask Higor things which you don't understand.

If you do still have problems almost in final stage I can look around it and I can connect nodes as should, and you'll have paths-lines if you tell me names of nodes that needs to be linked - or even drawing on a ScreenShot needed paths.
Thanks. But that's not it. Like I said there are tons of path lines, but nali won't go. The two he is getting stuck at I'll look at and see what is going on and give you an update. I have forgotten so much but I can still path pretty good. Just not familiar with monsters at all. Patrol points, never used them before. I'll figure it out. Not a huge problem. At least I don't think it is. We'll see.

A lot of what you said went over my head. But the editor is not refusing...just too many other lines connecting ammo and med boxes where he stopped. But the patrol point he was looking for was no more than 3 steps away!!!. I've got him set to brain- human, but I'm not so sure. lol But the 2 Patrol points did not make a blue or red line because it connected to something else first. It's no big deal. I can watch him and see where he is getting stumped and fix it. Watch again.

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sektor2111
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Re: Nali question #2. Assign a route for a nali priest to follow??

Post by sektor2111 » Mon Jun 29, 2020 7:10 pm

My advice is to not load a bunch of paths in room, it's too much processing and plain DevPath it's not that good with overcrowded spots. If map stays under 3000 reachSpecs probably it's good, if has more than that, results are harder to predict.
You can see how many you have by using command Paths Undefine and don't save map, just look in log how many were removed. Try to work simple, if exist some problems you have to walk around that area yourself for figuring if a BSP problem does damage. Also PatrolPoints must be well declared/connected as internal variables (NextPatrol, Tag, ect).

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Re: Nali question #2. Assign a route for a nali priest to follow??

Post by Red_Fist » Mon Jun 29, 2020 7:42 pm

See if the path lines cross each other without being connected. Try to keep one line that does not cross another line.

Like if I put 4 nodes in a square, the middle will form an X that has overlapping lines but is not a connection, so I move them apart forming a pentagon or triangle with no paths crossing over each other in the middle.

The other main glitch is stuff put in a row close together. A bot will cycle between two close things. So I try to keep the row but just far enough apart.
Binary Space Partitioning

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